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ICONS vs Tiny Supers

Compare ICONS and Tiny Supers side by side. See differences in complexity, dice, genre, and more.

ICONSTiny Supers
GenreSuperhero, ModernSuperhero, Modern, Sci-Fi
TagsSuperpowers, Heroic, Cinematic, Rules-Light, Random Character Creation, Tag-Based, Theater of the Mind, Beginner-FriendlyRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep
Core MechanicEffort vs. Difficulty. Each side adds a single d6 to a 1–10 ability level (acting Ability + d6 for effort, opposing Ability + d6 for difficulty); subtract difficulty from effort to find the outcome and its degree (marginal, moderate, major, or massive success or failure). Qualities are short narrative descriptors (titles, drives, catchphrases, weaknesses) that any player or the GM can activate to gain an advantage or create trouble. Activating trouble against your own hero earns Determination Points, which fuel stunts, retcons, ability boosts, and other player-side narrative interventions.Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence.
Dice2d6d6 dice pool
ComplexityLowLow
AvailabilityFree quickstartPaid
Runnability3 of 5 book tools1 of 5 book tools
LicenseOGL 1.0aAll Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherGreen Ronin PublishingGallant Knight Games
Year20142019
LanguagesEnglishEnglish, Spanish
Best ForGroups who want fast superhero campaigns where heroes can be rolled up in minutes, freeform qualities drive both advantages and complications, and the rules stay out of the way of comic-book pacing.Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings.
HighlightsHero creation runs through a handful of dice rolls: origin (Trained, Transformed, Birthright, Gimmick, Artificial, Unearthly), six attributes, number and type of powers, and specialties. It produces a complete superhero in minutes, with the random results functioning as creative prompts for backstory rather than constraints on concept. Qualities act like Fate aspects: any side can invoke them for in-fiction advantage, and accepting compelled trouble against your own qualities is the primary way to refill Determination Points, so personal drama directly feeds the metacurrency. Pyramid tests resolve complex challenges by stacking smaller successes (two moderate successes equal a major, two majors equal a massive), letting investigations, chases, or skill montages play out across multiple rolls and abilities with optional modifiers like Timed, Escalating, Collapsing, and Competitive to shape the challenge.Tiered Power Traits let the same ability grow in potency without a separate point-buy system. Two-action combat makes Focus and Evade compete with movement and attacks. The GallantVerse and eight micro-verses supply campaign frames for city teams, cosmic defenders, and teen heroes.
ConsiderationsDefault hero creation is fully random (origin, attributes, and powers all come off 2d6 tables), so groups wanting a planned concept need to use the alternate 45-point buy or rely on attribute swaps and re-rolls. Combat resolves against a single Stamina pool (Strength + Willpower) with no grid rules or status conditions beyond a handful of effect powers, so brawls play fast but lack tactical positional depth. Powers are intentionally broad rather than deep (about sixty powers cover the genre), and exotic builds rely on stacking extras and limits rather than the granular menu of effects found in crunchier supers games.The game assigns uncovered situations to consistent GM rulings rather than detailed procedures. Power concepts outside the fixed trait list depend on reskinning or GM-created effects. Advancement is optional and offers a small menu of upgrades.